Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC 2012


View larger image
 


QTY:

The Art of Non-Music: Crime Shooter Kane & Lynch 2: Dog Days and Its Industrial Terror Ambience
Price $3.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC12-3146
Statistics
Description
The Art of Non-Music: Crime Shooter Kane & Lynch 2: Dog Days and Its Industrial Terror Ambience

Speaker/s: Mona Mur (Mona Mur Musikproduktion)
Day / Time / Location: Wednesday 3:30- 4:30 Room 3004, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Audio / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: Experimental Sound Research in a AAA project: The action title "Kane & Lynch2: Dog Days" (IO Interactive/EIDOS) features an original score of psychological 21 ambient soundscapes instead of conventional ingame music. Over 300 minutes of abstract, disturbing and complex noise and ambient layers from various unusual sources create the desired "driving but opressive" atmosphere. "Normal" music only appears when anchored in the scene. "If we are successful, the audience will perceive this as a game without music, but with a strong sense of the mood in the environment". (Karsten Lund, Game Director)
1. The background - Industrial Music in the early 80s
2. The mission - "Youtube", "Reality 2.0" : crime shooter "Kane & Lynch 2" and its "Industrial Terror Ambience"
3. The art of noise - how to create a great variety of environmental non-music
4. The workflow - how to brief your external composer well
5. Ideal and reality - Resume
Takeaway: The lecture suggests a "Reality 2.0" audio concept for more mature game titles and genres, gives film- and pop culture references, shows how to create a huge variety of c and recommends ways of communication between developer and composer.
Intended Audience: The session is targeted at game developers, producers, art directors, publishers, but also at composers, sound designers and audio directors. There is no profound prerequisite audio-technical knowledge requested but a strong interest in game audio and the fundamental effects of sound and music in audiovisual art and media is necessary.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.